Commit e8acd291 authored by Maciej Suminski's avatar Maciej Suminski

Added tesselation of polygons for VBO based rendering (OpenGL GAL).

parent d45008a8
...@@ -1404,10 +1404,19 @@ void OPENGL_GAL::DrawPolygon( const std::deque<VECTOR2D>& aPointList ) ...@@ -1404,10 +1404,19 @@ void OPENGL_GAL::DrawPolygon( const std::deque<VECTOR2D>& aPointList )
gluTessProperty( tesselator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE ); gluTessProperty( tesselator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE );
glNormal3d( 0.0, 0.0, 1.0 ); glNormal3d( 0.0, 0.0, 1.0 );
glColor4d( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); color4( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
glShadeModel( GL_FLAT ); glShadeModel( GL_FLAT );
if( isGrouping )
{
// Store polygon triangles' coordinates to the current VBO item
gluTessBeginPolygon( tesselator, curVboItem );
}
else
{
// Display polygons directly
gluTessBeginPolygon( tesselator, NULL ); gluTessBeginPolygon( tesselator, NULL );
}
gluTessBeginContour( tesselator ); gluTessBeginContour( tesselator );
// use operator=( const POINTS& ) // use operator=( const POINTS& )
...@@ -1781,11 +1790,20 @@ void OPENGL_GAL::ComputeWorldScreenMatrix() ...@@ -1781,11 +1790,20 @@ void OPENGL_GAL::ComputeWorldScreenMatrix()
// Compare Redbook Chapter 11 // Compare Redbook Chapter 11
void CALLBACK VertexCallback( GLvoid* aVertexPtr ) void CALLBACK VertexCallback( GLvoid* aVertexPtr, void* aData )
{ {
GLdouble* vertex = (GLdouble*) aVertexPtr; GLdouble* vertex = static_cast<GLdouble*>( aVertexPtr );
if( aData )
{
VBO_ITEM* vboItem = static_cast<VBO_ITEM*>( aData );
const GLfloat newVertex[] = { vertex[0], vertex[1], vertex[2] };
vboItem->PushVertex( newVertex );
}
else
{
glVertex3dv( vertex ); glVertex3dv( vertex );
}
} }
...@@ -1801,14 +1819,23 @@ void CALLBACK CombineCallback( GLdouble coords[3], ...@@ -1801,14 +1819,23 @@ void CALLBACK CombineCallback( GLdouble coords[3],
} }
void CALLBACK BeginCallback( GLenum aWhich ) void CALLBACK EdgeCallback(void)
{
// This callback is needed to force GLU tesselator to use triangles only
return;
}
void CALLBACK BeginCallback( GLenum aWhich, void* aData )
{ {
if( !aData )
glBegin( aWhich ); glBegin( aWhich );
} }
void CALLBACK EndCallback() void CALLBACK EndCallback( void* aData )
{ {
if( !aData )
glEnd(); glEnd();
} }
...@@ -1824,11 +1851,12 @@ void CALLBACK ErrorCallback( GLenum aErrorCode ) ...@@ -1824,11 +1851,12 @@ void CALLBACK ErrorCallback( GLenum aErrorCode )
void InitTesselatorCallbacks( GLUtesselator* aTesselator ) void InitTesselatorCallbacks( GLUtesselator* aTesselator )
{ {
gluTessCallback( aTesselator, GLU_TESS_VERTEX, ( void (CALLBACK*)() )VertexCallback ); gluTessCallback( aTesselator, GLU_TESS_VERTEX_DATA, ( void (CALLBACK*)() )VertexCallback );
gluTessCallback( aTesselator, GLU_TESS_COMBINE, ( void (CALLBACK*)() )CombineCallback ); gluTessCallback( aTesselator, GLU_TESS_COMBINE, ( void (CALLBACK*)() )CombineCallback );
gluTessCallback( aTesselator, GLU_TESS_BEGIN, ( void (CALLBACK*)() )BeginCallback ); gluTessCallback( aTesselator, GLU_TESS_EDGE_FLAG, ( void (CALLBACK*)() )EdgeCallback );
gluTessCallback( aTesselator, GLU_TESS_END, ( void (CALLBACK*)() )EndCallback ); gluTessCallback( aTesselator, GLU_TESS_BEGIN_DATA, ( void (CALLBACK*)() )BeginCallback );
gluTessCallback( aTesselator, GLU_TESS_ERROR, ( void (CALLBACK*)() )ErrorCallback ); gluTessCallback( aTesselator, GLU_TESS_END_DATA, ( void (CALLBACK*)() )EndCallback );
gluTessCallback( aTesselator, GLU_TESS_ERROR_DATA, ( void (CALLBACK*)() )ErrorCallback );
} }
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment